Joystiqhttp://www.joystiq.com
Joystiqhttp://www.blogsmithmedia.com/http://www.joystiq.com/media/feedlogo.gifJoystiqhttp://www.joystiq.com
en-usCopyright 2015 AOL, Inc. The contents of this feed are available for non-commercial use only.Blogsmith http://www.blogsmith.com/http://www.joystiq.com/2010/09/30/iwata-e3-reaction-a-factor-in-3ds-pricing/http://www.joystiq.com/2010/09/30/iwata-e3-reaction-a-factor-in-3ds-pricing/http://www.joystiq.com/2010/09/30/iwata-e3-reaction-a-factor-in-3ds-pricing/#commentsFiled under: Weird But True, Opinions, New In Pop Culture

We'll admit it: We couldn't keep our mouths shut. Not just that -- we couldn't keep our eyes from bulging out of their sockets and our feet from skipping up and down the LA Convention Center halls. The 3DS technology was that impressive in person (in the midst of an otherwise fairly ho-hum E3 year, especially). In fact, we were so wrapped up in our glee, we didn't notice Nintendo was watching. Very closely, apparently.

During Nintendo of Japan's analysts meeting yesterday, it was suggested that the now official ¥25,000 ($300) price point for the handheld might be pushing consumer limits, as reported by Bloomberg (via Andriasang). (It should be noted that prices have not been confirmed for other regions; though at least one analyst expects the 3DS to retail for $250 in the U.S.) In response, Nintendo boss Satoru Iwata said the price was set by a number of factors that went unspecificed, save for one: reaction to the device at E3.

Rest assured, we're already practicing our poker faces for the next time Nintendo unveils the future before our very eyes.

Permalink | Email this | Comments]]>3dsdse3e3-2010nintendopricepricingsatoru-iwataThu, 30 Sep 2010 14:50:00 ESThttp://www.joystiq.com/2010/07/09/onlive-duo-pitch-platform-they-believe-will-change-the-world/http://www.joystiq.com/2010/07/09/onlive-duo-pitch-platform-they-believe-will-change-the-world/http://www.joystiq.com/2010/07/09/onlive-duo-pitch-platform-they-believe-will-change-the-world/#comments
"This is gonna change the world." Since our E3 meeting with OnLive CEO Steve Perlman and Joe Bentley, director of games & media development, wasn't filmed, we have no way to convey to you the absolute sincerity with which Bentley said these words. He further assured us, "I left a very successful startup to do this."

Indeed he did -- three years ago, Bentley quit his "architect" job at outsourcing firm LiveOps (where he built software) for OnLive, after seeing parent company Rearden Labs' Mova motion capture technology. And now? Now he's busy helping manage the launch and continued growth of OnLive. He's also busy trying to convince us of the service's promise in the coming months and years.

Permalink | Email this | Comments]]>e3e3-2010joe-bentleymacmicrosoftmovaonlivepcplaystationps3rearden-labsrearden-studiossteve-perlmanxboxFri, 09 Jul 2010 17:15:00 ESThttp://www.joystiq.com/2010/07/07/activision-studios-head-brings-development-strategy-into-focus/http://www.joystiq.com/2010/07/07/activision-studios-head-brings-development-strategy-into-focus/http://www.joystiq.com/2010/07/07/activision-studios-head-brings-development-strategy-into-focus/#comments
"It doesn't make sense anymore," Activision executive VP of worldwide studios Dave Stohl declared to us in a small office, hidden away from the noisy E3 show floor. "You've really got to focus." The executive, who oversees every development studio that Activision owns, was reflecting on the old business model that encouraged studios to take on multiple projects at once. Today, the industry's leading third-party publisher has a new mantra: one game per studio.

"People want the freedom to put all their resources against the big opportunity, and that's what we're trying to do," Stohl explained during our conversation at last month's show. We wondered if the shift in strategy was less ingenuity and more a sign of the times. Last year's holiday season was headlined by two major events: the slowdown of music game sales and the ridiculous success of Modern Warfare 2.

Just one week after revealing the nominees of the E3 2010 Game Critics Awards, the numbers are in and the big winner is ... Nintendo's look-ma-no-glasses 3D handheld, the 3DS. But wait, the 3DS is just the Best of Show and Best Hardware winner! If you're looking for software, look no further than id Software's look-ma-crab-hands mutant-infested shooter, Rage, which took home the most awards in the show: Best Console Game, Best Action Game and Special Commendation for Graphics.

If you think it must've been frustrating to be either Sony or Microsoft, both of which were busy showing off their newest motion-sensitive gadgetry, you'd be mostly right. Microsoft did have one small consolation prize: Dance Central, Harmonix's look-ma-no-coordination dancing game for Kinect, took the well-deserved Best Original Game and Best Motion Simulation prizes. None of Microsoft's first-party Kinect efforts and no PlayStation Move games, first-party or otherwise, made the list.

Find the entire list of award winners, with links into our game pages for all of our coverage, after the break.

Permalink | Email this | Comments]]>3DSDance-CentraldsE3-2010Game-Critics-AwardsHarmonixid-SoftwareKinectmicrosoftMTV-Gamesnintendopcplaystationps3pspRagewiixboxTue, 06 Jul 2010 17:00:00 ESThttp://www.joystiq.com/2010/07/02/preview-dead-nation/http://www.joystiq.com/2010/07/02/preview-dead-nation/http://www.joystiq.com/2010/07/02/preview-dead-nation/#commentsAdding zombies to your game is like putting a lowercase "i" in front of your product name. Marketing types think people just go for the one called "the iBlanket" or the racing game with zombies. While that might have been true a short time ago, I've become desensitized to these overused hooks -- there's also got to be a catch to wrestle away my dollars. That's what makes Sony's Dead Nation somewhat unappealing. Developer Housemarque (of Super Stardust HD fame) has no problem shoving hordes of undead freaks into this PSN game and giving me weapons to kill them with, but that's already been done to death. Come on, guys. Throw in some really cute demon kittens or something.

This longing came up as I demoed this well designed but ultimately vanilla twin stick shooter at Sony's E3 booth. As one of the world's remaining survivors during the zombie apocalypse, I made my way through a devastated city, pointing boom sticks towards throngs of monsters and ripping them to pieces. The list of weapons included the usual suspects: submachine gun, assault rifle, shotgun, grenades; and I snagged health packs by breaking boxes and vending machines.

Permalink | Email this | Comments]]>Dead-Natione3-2010Housemarqueplaystationps3PSNSCEAFri, 02 Jul 2010 19:30:00 ESThttp://www.joystiq.com/2010/07/02/interview-ghost-trick-and-ace-attorney-director-shu-takumi/http://www.joystiq.com/2010/07/02/interview-ghost-trick-and-ace-attorney-director-shu-takumi/http://www.joystiq.com/2010/07/02/interview-ghost-trick-and-ace-attorney-director-shu-takumi/#commentsAfter publishing our E3 2010 preview of Ghost Trick: Phantom Detective, we worried that we hadn't adequately captured and conveyed the game's bizarre concept. We're not the only ones left a bit speechless by the amazing Ghost in the Rube Goldberg Machine adventure -- ooh, that's a good way to put it! -- as even the game's director, Shu Takumi, thought it a challenge to explain his new mystery game to the "bigwigs" at Capcom.

Joystiq: When you first had the idea for Ghost Trick, you had to go to someone and say, "Hey, we should make this game." I want to hear what that first day was like, and what their reaction was.

Shu Takumi: Since I made the Ace Attorney series for so long, I was like, "Please let me do something new!" So I went up to the bigwigs and said this, and they said, "You go ahead and do what you want, we'll see what happens." The concept was really difficult to explain, so they were like, "Okay okay, why don't you make something and we'll see how it goes." So, that's what happened when I first presented the idea to make a new mystery game.

Permalink | Email this | Comments]]>AdventureCapcomdse3-2010Ghost-TrickGhost-Trick-Phantom-DetectivenintendoShu-TakumiFri, 02 Jul 2010 17:03:00 ESThttp://www.joystiq.com/2010/07/01/preview-ys-seven/http://www.joystiq.com/2010/07/01/preview-ys-seven/http://www.joystiq.com/2010/07/01/preview-ys-seven/#commentsXSEED's recent deal with Nihon Falcom means a truckload of role-playing games on PSP for us. The flagship product of the partnership is Ys Seven, the latest game in the long-running action RPG series and the first to be designed specifically for PSP. As someone whose experience with the Ys series can be described as "casual" at best -- I played the original Ys on a few different platforms -- I was pleasantly surprised to see the game evolve from the clumsy bumping-into-monsters adventure I remembered into an action RPG game that seems more than competent in the action department.

Permalink | Email this | Comments]]>Action-RPGe3-2010Nihon-FalcomplaystationpspYsYs-SevenThu, 01 Jul 2010 21:00:00 ESThttp://www.joystiq.com/2010/07/01/todays-portal-2-demos-propel-and-repel-with-gel/http://www.joystiq.com/2010/07/01/todays-portal-2-demos-propel-and-repel-with-gel/http://www.joystiq.com/2010/07/01/todays-portal-2-demos-propel-and-repel-with-gel/#comments
Parts six and seven -- the final two parts, mind you -- of the Portal 2 E3 video demonstration take a look at the mechanics of the game's new gels: Propulsion and Repulsion. As if anything could ever make Portal 2 repulsive! Ahem.

So, these gels: They're yet another new tricky (and likely toxic) product of the Aperture labs that just so happen to open up a variety of new platforming puzzles. Go on and watch the clips after the break -- they'll totally bend your mind. (Or maybe that's just the fumes from the gel. Yeah, probably.)

Permalink | Email this | Comments]]>e3-2010microsoftpcplaystationportal-2ps3valvexboxThu, 01 Jul 2010 16:00:00 ESThttp://www.joystiq.com/2010/07/01/video-interview-sonys-shuhei-yoshida-on-team-ico-insomniac-m/http://www.joystiq.com/2010/07/01/video-interview-sonys-shuhei-yoshida-on-team-ico-insomniac-m/http://www.joystiq.com/2010/07/01/video-interview-sonys-shuhei-yoshida-on-team-ico-insomniac-m/#comments
While at E3, we had a chance to speak with the always affable Shuhei Yoshida, President of Sony Computer Entertainment Worldwide Studios. That title means he's the man in charge of Sony's first-party software, which also means he's the man to ask about Team Ico's absence from the show (No Last Guardian? No Ico / Shadow of the Colossus HD remake?), Insomniac's multi-platform future, the responsibility of first-party studios in defining the potential of PlayStation Move, the oft-rumored Warhawk sequel, the new Twisted Metal game, and more.

Permalink | Email this | Comments]]>e3-2010playstationps3pspSCEShuhei-YoshidaSonyThu, 01 Jul 2010 13:00:00 ESThttp://www.joystiq.com/2010/06/30/preview-the-fight-lights-out/http://www.joystiq.com/2010/06/30/preview-the-fight-lights-out/http://www.joystiq.com/2010/06/30/preview-the-fight-lights-out/#comments
Of all the PlayStation Move games at E3, The Fight: Lights Out was the one I had the most advance interest in. While I enjoyed pummeling my friends and foes in Wii Sports Boxing, I was curious if The Fight would be the next evolution of motion-controlled fighting games -- or just a pretty tech demo. After making short work of my computer-controlled opponent -- and working up a sweat in the process -- it's clear that Sony and developer Coldwood Interactive still have plenty of work to do on this third-person brawler.

Speaking to Joystiq during E3, legendary Another World designer Eric Chahi gave us a bit more information about the mysterious Project Dust, revealed at Ubisoft's E3 presentation. First, it's important to know what inspired him to make the game: volcanoes. "
I took a trip to an active volcano to see eruptions," Chahi said, "and since that time I'm crazy about volcanoes. When an eruption is announced somewhere, I take my bag and take the first flight to see this kind of thing."

According to Chahi, Project Dust is a God game based on manipulating nature. "
The foundation of Project Dust is a simulation. It's like playing 'sandcastle' on the beach, except you have more material to use, like lava." Lava, he reminded us, isn't purely a destructive force -- it can also be used to shape the land and even create areas of land.

Interaction with your tribe of people is done through manipulation of the land, which mainly involves picking up materials and moving them around. The Ubisoft rep with Chahi explained that when you pick up something like water, it forms a free-floating sphere that the people can see and react to -- and they don't understand it. Right now, he said, the in-world significance of the levitating material is a mystery even to Ubisoft.

Permalink | Email this | Comments]]>e3-2010Eric-ChahiGod-GamemicrosoftplaystationProject-Dustps3simulationUbisoftxboxWed, 30 Jun 2010 19:30:00 ESThttp://www.joystiq.com/2010/06/30/preview-nhl-2011/http://www.joystiq.com/2010/06/30/preview-nhl-2011/http://www.joystiq.com/2010/06/30/preview-nhl-2011/#comments
Perhaps it's my Canadian roots and the fact that I am one of two staff members that enjoys sports games but NHL 10 was one of the best titles released last year. After a shaky start in the current generation of consoles, the team at EA Canada has transformed the NHL brand into the premiere video game sports franchise.

Not content with adding a few adjustments to last year's winning formula, EA Canada is making drastic changes to NHL 11 - the 20th anniversary of the longstanding sports franchise. Unfortunately, of the gameplay changes I've seen, there may be some cause for alarm.

Permalink | Email this | Comments]]>e3-2010EA-SportsmicrosoftNHL-11playstationps3xboxWed, 30 Jun 2010 16:29:00 ESThttp://www.joystiq.com/2010/06/29/preview-splatterhouse/http://www.joystiq.com/2010/06/29/preview-splatterhouse/http://www.joystiq.com/2010/06/29/preview-splatterhouse/#comments
Most of the games games shown at E3 are not final retail versions; they're preview builds specifically developed to show at the industry's largest expo. Since this is the case, many developers will remind those playing its game or watching demos that what they're seeing is subject to change. "We still have to polish this," or "the animation over here isn't finished" are a few of the things you'll hear. It's expected.

However, sometimes demos are nothing but a string of apologies and promises. Splatterhouse was one of those titles. During my demo, the game's executive producer assured me that the game was still in production at every pass and that nearly everything I saw and played would be "fixed," "changed" or "polished." You can't blame Namco Bandai for being hesitant to show the game, considering the development hell it has been through -- but it was a little extreme, especially when considering that I thought the game looked good (even great in some spots!) apart from the expected poor framerate for an early build.

No, looks weren't an issue, but I did have a few others with the game during my short demo.

With E3 2010 over and done with, and a glut of outlet-specific honors dispensed, it's time for the annual Game Critics Awards to reveal its list of nominees. Culled from the selections of "31 leading North American media outlets that cover the videogame industry" (including Joystiq!), the Game Critics Awards represent something of an industry consensus on The Big Show. This year, id Software's upcoming post-apocalyptic-'em-up Rage took home the most nominees, scoring five including Best of Show. Sharing the Best of Show nominee space are Disney's Epic Mickey, Dance Central, and Portal 2, each of which received four nominations across the boards.

We've got the entire list after the break, and check out the "Fast Facts" breakdown linked below for some flamewar-worthy stats (Xbox 360 leads the platform nominations with 46 versus PlayStation 3's 39). Notably, Electronic Arts had the most nominees for a publisher for the fourth year in a row, earning 15 nominations ... and that's not including the formerly EA Partners-signedRage.

4A Games' Metro 2033 came out under the radar, but quickly became a sleeper hit with Joystiq staff, what with its heavy atmosphere and mature, bleak tone. So, as you could imagine, the announcement of a sequel in development makes our hearts glow as if they were just hand-cranked by a post-apocalyptic Russian.

In discussing the topic of 3D gaming with CVG, THQ's Danny Bilson said, "We're going to be doing a 3D version of that on Metro 2034 - the sequel. And there will be some engineering costs there, but that's in our lowest cost centre in the world."

Okay, so maybe we could do with a little more fanfare accompanying our game announcements, but there you have it.

Permalink | Email this | Comments]]>3d4a-gamese3-2010metro-2034thqTue, 29 Jun 2010 10:35:00 ESThttp://www.joystiq.com/2010/06/29/preview-nba-jam/http://www.joystiq.com/2010/06/29/preview-nba-jam/http://www.joystiq.com/2010/06/29/preview-nba-jam/#commentsI played a quick half of an NBA Jam game at EA's booth between a couple of E3 appointments. In that short session, I had a great time -- but I think my AI partner had a much better time than I did. That's not to say I didn't enjoy myself: in my admittedly brief experience with EA Canada's renewed version of the classic arcade basketball game, I found that pretty much everything about the game is scientifically designed to deliver maximum fun.

Permalink | Email this | Comments]]>Basketballe3-2010EA-CanadaElectronic-ArtsNBA-JamnintendoSportswiiTue, 29 Jun 2010 10:00:00 ESThttp://www.joystiq.com/2010/06/29/preview-craves-e3-lineup-featuring-deadliest-catch-man-vs-w/http://www.joystiq.com/2010/06/29/preview-craves-e3-lineup-featuring-deadliest-catch-man-vs-w/http://www.joystiq.com/2010/06/29/preview-craves-e3-lineup-featuring-deadliest-catch-man-vs-w/#comments
For every Batman: Arkham Asylum or Epic Mickey, there's got to be someone out there bringing shoddy licensed games to the floor of E3. Bless Crave Entertainment then, because the publisher was back at it this year, showing off titles based on Discovery Channel's Deadliest Catch and Man vs. Wild TV shows, and a Brunswick-licensed PlayStation Move bowling game. The trio was quite generally terrible -- unpolished, unfinished, pretty blatant attempts to take a familiar name, slap it on some semblance of gameplay and make a few bucks from people buying something for the name on it.

So don't read the rest of this post because you're thinking of buying any of these games -- even if you happen to be a Deadliest Catch or Man vs. Wild fan, there are better and more enjoyable ways to spend your time with the properties (like, you know, watching the shows, which are both pretty well done). Instead, read on about the three most awkward moments of my time spent in Crave's E3 booth.

Permalink | Email this | Comments]]>brunswick-pro-bowlingcrave-entertainmentcrave-gamesdeadliest-catch-sea-of-chaose3-2010microsoftnintendoplaystationplaystation-moveps3wiixboxTue, 29 Jun 2010 08:00:00 ESThttp://www.joystiq.com/2010/06/28/preview-john-dalys-prostroke-golf/http://www.joystiq.com/2010/06/28/preview-john-dalys-prostroke-golf/http://www.joystiq.com/2010/06/28/preview-john-dalys-prostroke-golf/#comments
If you read my Tiger Woods PGA Tour 11 review, then you know that I'm totally on the bandwagon when it comes to motion-based golfing. Going into my E3 appointment to preview O Games' John Daly's Prostroke Golf, I didn't expect the game's Move functionality to add anything to the experience I couldn't already get with MotionPlus on the Wii. But Prostroke actually impressed me, thanks to some clever design decisions.

Permalink | Email this | Comments]]>e3-2010john-dalyjohn-dalys-prostroke-golfo-gamesplaystation-moveMon, 28 Jun 2010 21:00:00 ESThttp://www.joystiq.com/2010/06/28/interview-driver-san-francisco-creative-director-martin-edmond/http://www.joystiq.com/2010/06/28/interview-driver-san-francisco-creative-director-martin-edmond/http://www.joystiq.com/2010/06/28/interview-driver-san-francisco-creative-director-martin-edmond/#comments
Formed in the mid-1980s, Reflections Interactive has been making games for longer than you might remember. While the studio has franchises like Shadow of the Beast and Destruction Derby under its belt, its longest standing franchise is Driver. This fall the wheelman returns in Driver: San Francisco, and Reflections -- now owned and operated by Ubisoft -- is once again steering the ride.

Also returning to the series is Reflections founder Martin Edmondson who, in March 2005, walked away from Reflections Interactive and filed suit against former publishing partner and company owner Atari for "constructive unfair dismissal" before settling in 2006. We spoke with Edmondson regarding Driver's return to the streets and the finer points regarding the upcoming game's "Shift" car jumping system.

Permalink | Email this | Comments]]>driver-san-franciscoe3-2010Martin-Edmondsonmicrosoftplaystationps3UbisoftUbisoft-ReflectionsxboxMon, 28 Jun 2010 20:30:00 ESThttp://www.joystiq.com/2010/06/28/preview-driver-san-francisco/http://www.joystiq.com/2010/06/28/preview-driver-san-francisco/http://www.joystiq.com/2010/06/28/preview-driver-san-francisco/#comments
While a lot of people have share an affinity for the Driver series, most would agree that the franchise has stalled. Although that's a hilarious pun in reference to cars, it's also the best way to say the series has failed to capture the respect it received when the first and the second games (depending on who you ask) were released.

After taking a long hiatus to build a new, completely proprietary engine, the franchise has returned in Driver: San Francisco and brings with it a few new ideas.

Permalink | Email this | Comments]]>driver-san-franciscoe3-2010microsoftpcplaystationps3ubisoftUbisoft-ReflectionsxboxMon, 28 Jun 2010 20:10:00 ESThttp://www.joystiq.com/2010/06/28/interview-shinji-mikami-on-vanquish-evolving-game-dev-locales/http://www.joystiq.com/2010/06/28/interview-shinji-mikami-on-vanquish-evolving-game-dev-locales/http://www.joystiq.com/2010/06/28/interview-shinji-mikami-on-vanquish-evolving-game-dev-locales/#comments
During this year's E3, we had a chance to chat with Shinji Mikami, creative lead on Platinum Games' upcoming boost-em-up Vanquish, about his upcoming game, among other things. For instance, why does the man who created God Hand and Resident Evil believe that so many games are driven by a shooting mechanic? "Purely punching or kicking, for example, that requires a lot more skill and reaction time on the part of the gamer to get the timing right and to sit there and mash the controller forever. And older gamers, adults, don't want to do that. They get tired."

As old men ourselves (mid-20s is old, right?), we're not so sure we agree with Mr. Mikami, but that's okay -- this isn't an interview about us, silly! It's about Shinji Mikami. And his new game. Check out the whole interview just below the fold.

Permalink | Email this | Comments]]>e3e3-2010microsoftPlatinum-Gamesplaystationps3SegaShinji-MikamivanquishxboxMon, 28 Jun 2010 17:28:00 ESThttp://www.joystiq.com/2010/06/28/preview-halo-reach-firefight/http://www.joystiq.com/2010/06/28/preview-halo-reach-firefight/http://www.joystiq.com/2010/06/28/preview-halo-reach-firefight/#comments
I'm one of those rare gamers who prefer shooting computer controlled bad guys instead of good old-fashioned human beings. Competition doesn't bother me as much as the jerks on the other side; the whiny pre-teens, racists and cheaters. Forget about deathmatch. I'd rather cozy up on the couch and enjoy single-player.

Halo 3: ODST changed that, thanks to Firefight mode. Bungie took my love for slaughtering AI bad guys and fused it with team-based play, where up to four players work co-operatively to outlast progressively difficult waves of Covenant. It was essentially the best of both virtual worlds, where I satisfied my desire to murder bots while cracking jokes with friends.

That's why Halo: Reach is high on my radar. Firefight returns, but with a slew of new options that make it even more rewarding, starting with online matchmaking. Now you can play this mode 24/7 with anyone in the world. Yes, that means I could randomly wind up with three jerks, but at least one thing remains constant, and that's the Covenant. Even if my team goes rogue, I can still set off and murder aliens.

Permalink | Email this | Comments]]>BungieBungie-Studiose3-2010FirefightHalo-ReachmicrosoftxboxMon, 28 Jun 2010 15:32:00 ESThttp://www.joystiq.com/2010/06/27/preview-the-agencys-player-vs-player-mode/http://www.joystiq.com/2010/06/27/preview-the-agencys-player-vs-player-mode/http://www.joystiq.com/2010/06/27/preview-the-agencys-player-vs-player-mode/#comments
For me, the selling point of MMOs is the huge, open world; a world full of other actual human beings who I can interact with and who can interact with me (almost like real life!). So when I snuck in some time with The Agency at Sony Online Entertainment's E3 booth this year, it was hard for me to shake the feeling that I was playing an Unreal Tournament-style, Ijji.com shooter (one powered by a modified Unreal Engine 3, no less) rather than an MMO. Sure, the Deathmatch trappings of my demo didn't help, but neither did lead designer Rory McGuire's explanation of how the game's Player vs Player works.

Essentially, interactions with other players are instanced into online multiplayer matches (30 players max), as seen here. The results of these battles are said to be reflected in the game's hub world -- locations can be taken by "U.N.I.T.E." or "Paragon" in multiplayer and those locations will show up as belonging to one of the game's two factions. From what I played, however, I'm not confident that what I've come to expect from an MMO -- the feeling of being in one huge world with other human beings -- is present in The Agency.

Electronic Entertainment Design and Research (EEDAR) has released a report listing various attention metrics from gamers from two sites, GameTrailers and IGN.com, regarding the most "popular" titles from E3. We put "popular" in quotes there because these stats are for things like trailer streaming and page views rather than a scientific survey -- this is a general feel of the zeitgeist on these two specific sites rather than a comprehensive view of what gamers thought of E3.

But there are interesting things to note even in this limited set of stats, especially when you compare it to our own anecdotal show floor and "chatter" data from you commenters. We heard from quite a few of you during the show that Nintendo's press conference was the most popular event, and this list agrees. Likewise, The Legend of Zelda: Skyward Sword was one of the most popular titles on the show floor, and there's no shortage of Link representation here. Kirby's Epic Yarn is probably the biggest unannounced-before E3 title on the lists, and Marvel vs. Capcom 3 captured a lot of attention -- not much was revealed at the show itself, but it was placed front and center on the floor of the West Hall.

At the same time, there are some weird conclusions here. World of Warcraft: Cataclysm, an expansion which didn't even make an appearance at E3, registered in the top 20 in the GameTrailers stats and Red Dead Redemption, a game that's already out, picked up spot No. 8 on IGN's Page Views list of big E3 titles. EEDAR also notes that the Nintendo 3DS didn't rank on any of these lists, but given the lines at the Nintendo booth to see it, the new handheld garnered plenty of attention. So you can't really bank on these titles yet. But if you're interested, you can check out EEDAR's top 10 in each category after the break.

Permalink | Email this | Comments]]>e3-2010eedargamesgametrailersignmicrosoftnintendopcplaystationps3the-legend-of-zelda-skyward-swordwiixboxSat, 26 Jun 2010 12:00:00 ESThttp://www.joystiq.com/2010/06/25/preview-nba-2k11/http://www.joystiq.com/2010/06/25/preview-nba-2k11/http://www.joystiq.com/2010/06/25/preview-nba-2k11/#comments
There's a lot riding on NBA 2K11. Not only did 2K Games secure Michael Jordan -- a huge get -- but with EA looking to revitalize its basketball game with NBA Elite 11, there's more pressure on the NBA2K franchise than ever before. Being the top-selling basketball game across all platforms last year doesn't mean that NBA 2K11 can secure Jordan and then "rest on its laurels and call it a day," a 2K rep told me.

Permalink | Email this | Comments]]>2K-Games2K-Sportsbasketballe3-2010NBA-2K11sportsFri, 25 Jun 2010 19:00:00 ESThttp://www.joystiq.com/2010/06/25/preview-ghost-trick-phantom-detective/http://www.joystiq.com/2010/06/25/preview-ghost-trick-phantom-detective/http://www.joystiq.com/2010/06/25/preview-ghost-trick-phantom-detective/#commentsGhost Trick begins where most games come to an abrupt end -- with your death. It's of the intriguing, unexplained and very undignified variety, and leaves your spirit separated from your sharply dressed body. As Sissel, a sarcastic smooth talker who's cool enough to wear sunglasses even after death, you interact with the living world as a ghostly apparition in the hopes of preventing others from sharing your fate.

Coming from Phoenix Wright designer Shu Takumi, Ghost Trick is almost as fun to describe as it is to play. Youthful and witty dialogue is the obvious commonality between Takumi's new adventure and the Ace Attorney series, but there's a more subtle connection too: both are traditional adventure games that reconsider the role of inventory objects. In the case of Ghost Trick, the inventory becomes the entire stage.

Permalink | Email this | Comments]]>adventurecapcomdse3-2010ghost-trickGhost-Trick-Phantom-Detectivenintendoshu-takumiFri, 25 Jun 2010 16:31:00 ESThttp://www.joystiq.com/2010/06/25/preview-nhl-2k11/http://www.joystiq.com/2010/06/25/preview-nhl-2k11/http://www.joystiq.com/2010/06/25/preview-nhl-2k11/#comments
2K Sports made the decision last year to place all of its hockey eggs in one basket: the Wii. 2K will only put out NHL 2K11 on Wii, in the hopes of re-evaluating its franchise before deciding whether or not to bring it back to other consoles.

The first thing we were shown at E3 were the motion-based controls, which provide 1:1 movement through MotionPlus. This will give players real-time deking, puck juggling and even the ability to break sticks this time around. While I was unable to get my hands on it to check the feel, everything looked copacetic as the 2K rep demoed the game. I didn't notice any inconsistencies or problems with the control scheme as he played.

Permalink | Email this | Comments]]>2K-Games2K-Sportse3-2010NHL-2K11sportsFri, 25 Jun 2010 14:00:00 ESThttp://www.joystiq.com/2010/06/24/time-crisis-razing-storm-trailer-shoots-up-your-browser/http://www.joystiq.com/2010/06/24/time-crisis-razing-storm-trailer-shoots-up-your-browser/http://www.joystiq.com/2010/06/24/time-crisis-razing-storm-trailer-shoots-up-your-browser/#comments
During Sony's E3 keynote, a new Time Crisis game was revealed in Time Crisis: Razing Storm. As you can see in the trailer past the break, Razing Storm features a lot of the same stuff you've come to expect from the franchise: you shoot dudes and you shoot furniture. Frankly, we think there are better ways to evict tenants and remodel homes, but maybe that's just us.

The game's first trailer also takes time to highlight its PlayStation Move support, eight player online functionality and two included extras: Time Crisis 4 and Deadstorm Pirates. Shoot your way past the break and check it all out!

Though there are few things we love more than our annual excursion to E3, there are some inherent downsides to the trip which we could do without. Namely, the ever-present threat of apocalyptic earthquakes.

Next year, we might just follow the example of the quarter of a million people who PlayStation Blog claims stopped by Sony's virtual booth in PlayStation Home. Sure, our coverage might be a little one-sided given the absence of every other company, but seriously, guys, earthquakes are terrifying.

Permalink | Email this | Comments]]>e3-2010playstationplaystation-homeps3sonyThu, 24 Jun 2010 13:00:00 ESThttp://www.joystiq.com/2010/06/24/warhammer-40k-dark-millennium-online-trailer-gives-taste-of-the/http://www.joystiq.com/2010/06/24/warhammer-40k-dark-millennium-online-trailer-gives-taste-of-the/http://www.joystiq.com/2010/06/24/warhammer-40k-dark-millennium-online-trailer-gives-taste-of-the/#comments
The Warhammer 40K MMO, Dark Millennium, may still be another two years away, but the trailer after the break gives us a small glimpse of the in-development title's graphics and user interface. Of course, being two years away, almost all of that can (and likely will) change.

Permalink | Email this | Comments]]>e3-2010mmopcthqvigil-gameswarhammer-40000warhammer-40000-dark-millenniumwarhammer-40000-dark-millennium-onlineWarhammer-40KThu, 24 Jun 2010 12:30:00 ESThttp://www.joystiq.com/2010/06/24/preview-metroid-other-m/http://www.joystiq.com/2010/06/24/preview-metroid-other-m/http://www.joystiq.com/2010/06/24/preview-metroid-other-m/#commentsIn every Metroid game, from the NES original through Metroid Prime, there's been a certain weight to Samus. She can run faster than someone in a giant suit of armor should be able to, yes, and she can triangle jump to ridiculous heights, but Samus has always felt slow to start and build up speed, as would be expected of someone covered in metal.

More than the perspective changes, the ability to walk toward and away from the screen, the auto-aiming or any of the other new elements in Metroid: Other M, Samus's "weight" feels the most different. She is faster than she's ever been in Team Ninja's take on Metroid and accelerates to full speed instantaneously. The faster movements naturally lend the game a faster pace, and the way Samus zips across the screen makes the Team Ninja influence apparent.

Permalink | Email this | Comments]]>e3-2010MetroidMetroid-Other-MnintendoTeam-NinjawiiThu, 24 Jun 2010 12:00:00 ESThttp://www.joystiq.com/2010/06/24/the-3rd-birthday-trailer-quantum-leaps-into-action/http://www.joystiq.com/2010/06/24/the-3rd-birthday-trailer-quantum-leaps-into-action/http://www.joystiq.com/2010/06/24/the-3rd-birthday-trailer-quantum-leaps-into-action/#comments
We know our dream of playing a video game adaptation of the greatest television show ever will probably never be realized. Still, judging by this trailer for the spiritual successor to the Parasite Eve series, The 3rd Birthday might just be the closest we'll ever get to Quantum Leap: The Game.

Permalink | Email this | Comments]]>e3-2010playstationpspsquare-enixthe-3rd-birthdayThu, 24 Jun 2010 11:01:00 ESThttp://www.joystiq.com/2010/06/24/interview-marvel-vs-capcom-3-producer-ryota-niitsuma/http://www.joystiq.com/2010/06/24/interview-marvel-vs-capcom-3-producer-ryota-niitsuma/http://www.joystiq.com/2010/06/24/interview-marvel-vs-capcom-3-producer-ryota-niitsuma/#comments
During E3, we bent the ear of Marvel vs Capcom 3: Fate of Two Worlds producer Ryota Niitsuma, who in turn gabbed about the new game and previous Vs titles, as well as the possibility of a new arcade stick partnership with Mad Catz. The full interview follows.

Ryota Niitsuma: Both games were being developed independently -- one didn't lead to the other, as it were. While we were getting the ball rolling on MvC3, the downloadable version of Marvel vs Capcom 2 was being repackaged and distributed. And then that was really successful, as you know, and because of that, it had kind of an impact on Marvel vs Capcom 3. We thought then that the game would be really big and people would be excited about it, so then we were more hopeful and expectant of what would happen with Marvel vs Capcom 3.

So why didn't we get to see it? "There's a very interesting reason why," says Molyneux, "but I can't tell you why." Really, Peter? Didn't we mature past this random, vague hype? Fable 2 was great, and Fable 3 looks good, so we'll be patient. But the reason why Microsoft didn't show off what sounds like one of its most enticing Kinect titles had better be "interesting" indeed.

Permalink | Email this | Comments]]>cirque-du-soleile3-2010kinectmicrosoftmilomilo-and-katepeter-molyneuxxboxThu, 24 Jun 2010 08:00:00 ESThttp://www.joystiq.com/2010/06/24/hands-on-with-three-new-power-a-peripherals/http://www.joystiq.com/2010/06/24/hands-on-with-three-new-power-a-peripherals/http://www.joystiq.com/2010/06/24/hands-on-with-three-new-power-a-peripherals/#comments
Peripheral manufacturer Power A had a major presence at E3 this year, residing in a massive booth taking up a fair amount of real estate on the main show floor. The company's product showcase was highlighted by three controllers which are due out later this fall for the PS3 and Wii. If you're a visual learner, you can check out a few images of each of these controllers in the gallery posted below. Otherwise, click past the jump to read our thoughts on these devices.

Our preview of Hydrophobia from E3 2010 covered what we saw in the first installment of the planned trilogy; however, if you want an idea of what to expect in the next installment, we got a better idea by checking out the game's "Challenge Rooms," which unlock only after the player finishes the main campaign. What's tucked after the break may be considered spoiler-ish, so click on through if you're willing to take the plunge.

Permalink | Email this | Comments]]>dark-energy-digitale3-2010HydrophobiamicrosoftxblaxboxWed, 23 Jun 2010 22:00:00 ESThttp://www.joystiq.com/2010/06/23/preview-halo-reach-campaign/http://www.joystiq.com/2010/06/23/preview-halo-reach-campaign/http://www.joystiq.com/2010/06/23/preview-halo-reach-campaign/#comments
What's the biggest change being made for Bungie's final Halo game? Some would argue that the visuals, powered by a brand new graphics engine, make the greatest impact. Sure, Halo: Reach looks better than any Halo before it -- but that's not what I was taken aback by. Others would argue the lack of Master Chief makes Reach feel different from its predecessors. Yes, the Spartan-III jumps a bit differently, but that doesn't define Reach's new emotional direction. No, the biggest game-changer is this: the Covenant don't speak English.

Before you angrily hit the "Back" button on your browser, hear me out. In the previous Halo games, the Covenant were like movie villains; they could even quip one-liners at you. Some would even squeal, comically, as they ran away from an overpowered Master Chief. However, because Halo Reach isn't a story about a triumphant victory -- rather, a tragedy against an overwhelming alien force -- Bungie was left with a challenge: how do you reinvent the Covenant -- familiar to a generation of Halo gamers -- and make them threatening again? You make them truly alien.

While it may seem like a rather cosmetic change, this creative decision represents a maturity in Bungie's storytelling abilities. The developer wants you to take the story seriously -- so much so that the flaming helmet included in the $150 Legendary Edition can't be used in the campaign. (Apparently, having someone's head on fire in cutscenes drastically reduces its gravitas.)

Permalink | Email this | Comments]]>bungiee3-2010Halo-ReachmicrosoftMicrosoft-Game-StudiosxboxWed, 23 Jun 2010 20:00:00 ESThttp://www.joystiq.com/2010/06/23/preview-nba-elite-11/http://www.joystiq.com/2010/06/23/preview-nba-elite-11/http://www.joystiq.com/2010/06/23/preview-nba-elite-11/#comments
There's a lot riding on NBA Elite 11. Now that EA has decided to retire its NBA Live series -- which graced consoles for the last 15 years -- and completely overhaul its game engine, it's hoping to reclaim the throne it lost to the NBA 2K series so many years ago.

The first change that's apparent is the new controls. Gameplay is handled primarily through the use of both analog sticks -- the left stick acts as your feet, while the right stick represents your hands. It was jarring at first trying to link together moves in succession. But after only a few minutes, I was able to execute lay-ups, crossovers and even dunks. Once I really started to think of it in terms of feet and arms, it all really became intuitive.

Permalink | Email this | Comments]]>basketballe3-2010EA-CanadaEA-SportsNBA-EliteNBA-Elite-11sportsWed, 23 Jun 2010 18:01:00 ESThttp://www.joystiq.com/2010/06/23/interview-john-greiner-introduces-monkeypaw-games/http://www.joystiq.com/2010/06/23/interview-john-greiner-introduces-monkeypaw-games/http://www.joystiq.com/2010/06/23/interview-john-greiner-introduces-monkeypaw-games/#commentsJohn Greiner was president of the US-based Hudson Entertainment for five years, and worked for Hudson Soft in Japan for fifteen years before that. Now, he's taken his expertise in the Japanese game industry and applied it to a new project, the digital distribution-focused publishing firm MonkeyPaw Games, a company that will specialize in remaking and localizing Japanese games from the past and present.

In an interview conducted during E3, Greiner explained the new company's plans, opined on 3D and his favorite "lost" Japanese games, and provided valuable insight on what it's like to do business in Japan.

Joystiq: Details were scarce when you made the announcement of MonkeyPaw Games earlier this month.

John Greiner: The reason we didn't want to release many titles -- what we're doing -- is because we are having another release shortly, but first we wanted to show who the company was and what we're trying to do. The foundation of the company is the bridge that we give between Japan and the West.

As you know, there are lots of Japanese games that never made it to the West, and should have made it to the West, but for whatever reason -- usually a lack of understanding on the Japanese side that there is a market for Japanese games in America and in the West. What we plan to do is form a community of like-minded gamers, people who want to see a lot of these great Japanese games come to the West.

Permalink | Email this | Comments]]>Digital-Distributione3-2010JapanJohn-GreinerMonkeyPaw-GamesPSNXBLAWed, 23 Jun 2010 17:00:00 ESThttp://www.joystiq.com/2010/06/23/preview-hot-shots-tennis-get-a-grip/http://www.joystiq.com/2010/06/23/preview-hot-shots-tennis-get-a-grip/http://www.joystiq.com/2010/06/23/preview-hot-shots-tennis-get-a-grip/#comments
Playing Hot Shots Tennis: Get a Grip at E3 gave me a small taste of the frustration 16-time Grand Slam winner Roger Federer must have experienced after failing to beat his rival, Rafael Nadal, the past several years. Regardless of how prepared I felt going into a match, Hugo (clearly the greatest computer-controlled tennis player of all time) found a way to not only achieve seemingly impossible comebacks, but to make me look like an uncoordinated fool in defeat.

I've never been this bad at a tennis video game, leaving me to wonder if Get a Grip is supposed to be a precise simulation, or if something's wrong.